Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.EntitySystems
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{
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public abstract class SharedAtmosDebugOverlaySystem : EntitySystem
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{
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// Keep in mind, this system is hilariously unoptimized. The goal here is to provide accurate debug data.
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public const int LocalViewRange = 16;
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protected float AccumulatedFrameTime;
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[Serializable, NetSerializable]
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public readonly struct AtmosDebugOverlayData
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{
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public readonly float Temperature;
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public readonly float[] Moles;
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public readonly AtmosDirection PressureDirection;
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public readonly bool InExcitedGroup;
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public readonly AtmosDirection BlockDirection;
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public AtmosDebugOverlayData(float temperature, float[] moles, AtmosDirection pressureDirection, bool inExcited, AtmosDirection blockDirection)
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{
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Temperature = temperature;
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Moles = moles;
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PressureDirection = pressureDirection;
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InExcitedGroup = inExcited;
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BlockDirection = blockDirection;
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}
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}
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/// <summary>
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/// Invalid tiles for the gas overlay.
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/// No point re-sending every tile if only a subset might have been updated.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class AtmosDebugOverlayMessage : EntityEventArgs
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{
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public GridId GridId { get; }
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public Vector2i BaseIdx { get; }
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// LocalViewRange*LocalViewRange
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public AtmosDebugOverlayData[] OverlayData { get; }
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public AtmosDebugOverlayMessage(GridId gridIndices, Vector2i baseIdx, AtmosDebugOverlayData[] overlayData)
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{
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GridId = gridIndices;
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BaseIdx = baseIdx;
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OverlayData = overlayData;
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}
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}
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[Serializable, NetSerializable]
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public sealed class AtmosDebugOverlayDisableMessage : EntityEventArgs
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{
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}
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}
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}
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44
Content.Shared/Atmos/EntitySystems/SharedAtmosphereSystem.cs
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44
Content.Shared/Atmos/EntitySystems/SharedAtmosphereSystem.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Atmos.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Atmos.EntitySystems
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{
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public class SharedAtmosphereSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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protected readonly GasPrototype[] GasPrototypes = new GasPrototype[Atmospherics.TotalNumberOfGases];
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private readonly SpriteSpecifier[] _gasOverlays = new SpriteSpecifier[Atmospherics.TotalNumberOfGases];
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public override void Initialize()
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{
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base.Initialize();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gasPrototype = _prototypeManager.Index<GasPrototype>(i.ToString());
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GasPrototypes[i] = gasPrototype;
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if(string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
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_gasOverlays[i] = new SpriteSpecifier.Texture(new ResourcePath(gasPrototype.GasOverlayTexture));
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if(!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
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_gasOverlays[i] = new SpriteSpecifier.Rsi(new ResourcePath(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
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}
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}
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public GasPrototype GetGas(int gasId) => GasPrototypes[gasId];
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public GasPrototype GetGas(Gas gasId) => GasPrototypes[(int) gasId];
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public IEnumerable<GasPrototype> Gases => GasPrototypes;
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public SpriteSpecifier GetOverlay(int overlayId) => _gasOverlays[overlayId];
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}
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}
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103
Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
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103
Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.EntitySystems
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{
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public abstract class SharedGasTileOverlaySystem : EntitySystem
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{
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public const byte ChunkSize = 8;
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protected float AccumulatedFrameTime;
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public static Vector2i GetGasChunkIndices(Vector2i indices)
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{
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return new((int) Math.Floor((float) indices.X / ChunkSize) * ChunkSize, (int) MathF.Floor((float) indices.Y / ChunkSize) * ChunkSize);
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}
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[Serializable, NetSerializable]
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public readonly struct GasData : IEquatable<GasData>
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{
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public readonly byte Index;
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public readonly byte Opacity;
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public GasData(byte gasId, byte opacity)
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{
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Index = gasId;
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Opacity = opacity;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Index, Opacity);
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}
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public bool Equals(GasData other)
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{
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return other.Index == Index && other.Opacity == Opacity;
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}
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}
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[Serializable, NetSerializable]
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public readonly struct GasOverlayData : IEquatable<GasOverlayData>
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{
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public readonly byte FireState;
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public readonly float FireTemperature;
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public readonly GasData[] Gas;
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public readonly int HashCode;
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public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
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{
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FireState = fireState;
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FireTemperature = fireTemperature;
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Gas = gas;
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Array.Sort(Gas, (a, b) => a.Index.CompareTo(b.Index));
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var hash = new HashCode();
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hash.Add(FireState);
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hash.Add(FireTemperature);
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foreach (var gasData in Gas)
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{
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hash.Add(gasData);
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}
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HashCode = hash.ToHashCode();
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}
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public override int GetHashCode()
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{
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return HashCode;
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}
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public bool Equals(GasOverlayData other)
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{
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// If you revert this then you need to make sure the hash comparison between
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// our Gas[] and the other.Gas[] works.
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return HashCode == other.HashCode;
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}
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}
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/// <summary>
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/// Invalid tiles for the gas overlay.
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/// No point re-sending every tile if only a subset might have been updated.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GasOverlayMessage : EntityEventArgs
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{
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public GridId GridId { get; }
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public List<(Vector2i, GasOverlayData)> OverlayData { get; }
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public GasOverlayMessage(GridId gridIndices, List<(Vector2i,GasOverlayData)> overlayData)
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{
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GridId = gridIndices;
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OverlayData = overlayData;
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}
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}
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}
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}
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